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Returning 35 results for 'before bark drawing common reasons'.
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Magic Items
Acquisitions Incorporated
At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically
produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational
Monsters
Spelljammer: Adventures in Space
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
Magic Items
The Book of Many Things
. The wyrmling views you as its parent and is staunchly loyal to you and your allies.
Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card
stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
Backgrounds
Sword Coast Adventurer's Guide
expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in
wonderful and important person in the world.
2
The common folk love me for my kindness and generosity.
3
No one could doubt by looking at my regal bearing that I am a cut above the unwashed
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
well as Dundoolin’s common folk, Ern ensures excavators work with the care the ancient documents require. When it’s in Shadowmoor, Dundoolin is called Dundaeron. Reasons to Visit Adventurers might visit
Dundoolin for one of the following reasons. Elemental Study. Sages in Dundoolin are working on the Eightyfold Trail, a manuscript describing incarnations of nature. They hire the adventurers to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
suspicion and justifiable caution. Some wizards feel the very existence of warlocks taints the view of their noble Art and causes the common folk to view all practitioners of magic with doubt. Some
warlocks, particularly those of fey or fiendish bloodlines, are born with a propensity for their power, drawing the attention of potential patrons even from childhood. Others seek out a pact, sometimes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
temple denizens have racial tics that are difficult to mimic and they speak in a patois that combines the Common and Draconic tongues. To avoid drawing suspicion when talking, a human character
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Redwood Grove Locations The following locations are keyed to Map: Redwood Grove. R1: Looming Redwood A redwood looms above, its lowest branches impossibly high up and its bark weeping darkened sap
. Sickly grasses and wilting wildflowers surround the wide trunk.
R2: Sickly Redwood The bark of this once-regal redwood is sloughing off in sheets, like a snake’s shed skin. Impossibly tall branches
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Far Traveler Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
eager to get their hands on such spoils for a wide variety of reasons. Battlefields and the Field of Ruins Cyre was the site of incessant battles during the Last War, from the first extended campaign
perched and sang in silvery trees covered in steel bark. Skycoaches carried smiths and magewrights from forge to forge, and an iridescent dome protected the city from storms and harsh winds. On the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
an effort to destroy monsters or villains.
This genre is also common in fantasy fiction. Most novels set in the Forgotten Realms are best described as heroic fantasy, following in the footsteps of many of the authors listed in the Appendices of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
experiences from the past year. Accounts are always embellished and highly entertaining, though they must be based in truth. When it’s in Shadowmoor, Kinsbaile is called Kinscaer. Reasons to Visit
Adventurers might visit Kinsbaile for one of the following reasons. Buying and Selling Magic Items. Claide buys and sells magic items at standard prices (see the Dungeon Master’s Guide). The magnificent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
community even before the Last War; this has become a haven for Cyrans wealthy enough to avoid the refugee camps of High Walls. This results in a diverse array of cuisine, entertainment, and services drawing
the shops have a good selection of common and uncommon magic items. With that said, the people of Middle Menthis are law-abiding folk; if you’re looking for spellcasters to help you with illegal activities or want to sell stolen artifacts, you should turn to Lower Dura.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will
clothing item of a bright, cheerful color, and her priests’ vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
enchanted weapons Reasons to Visit. Adventurers might visit the Way of Astonishments for one of the following reasons: Buying and Selling Magic Items. The shops here sell magic items from Common to Very
foremost of all. In the center of the acropolis stands Karsus’s Sanctum, a pillared pavilion that looks out over the city. Reasons to Visit. Adventurers might visit the acropolis for one of the following
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
refrain from drawing attention to themselves. Some followers and champions of Kruphix travel the world in secret, searching for hidden truths. Many use secret signals to enable them to find safe
, he etched all their names—including his own—in the bark of his great tree at the edge of the world. Immediately, the gods’ oracles could no longer hear them, their blessings faded, and the night sky
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Languages Common, Druidic, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two Slam
attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door.
The hut is an outhouse, currently empty. Many tracks lead to and from it. C3. Kennel and Sled Storage Six friendly sled dogs (use the wolf statistics) are housed inside this kennel. They bark
the castle without drawing suspicion. C4. Guard Towers The lower level of each tower contains three cultists at rest. The furnishings on this level include six wooden cots with furs and matching
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Common Cause d8 Reasons for Cooperating 1 Cellmates. The characters are prisoners in an Azorius prison, a Gruul camp, or a Rakdos cage. 2 Greater Threat. The characters are fighting each other when a
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Harpy A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. Harpy
Medium monstrosity
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its
(+3)
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
witnessed a bunch of rats feeding on a corpse in an alley. 7 The druid Torimesh offers one party member a strange symbol stained on a piece of bark. He tells the party that the Drawing Tree in
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
stained on a piece of bark. He tells the party that the Drawing Tree in Insight Park sent it as a message.
8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
larger, thriving settlement gives the characters plenty of potential reasons to visit the area, with the overall settlement ideally located in a nation that’s fallen on hard times. Alternatively, the
. You might have a hard time attracting the characters to such a dismal location, however, without drawing on the Styes’ reputation for its alchemists and potion factories.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lutfullina
Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.
Wight
Perception +3, Stealth +4
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Gear Studded Leather Armor
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magical reagents. Most of them have small libraries containing works related to the workshop’s signature creations. Arcane Workshop Features Arcane workshops have many features in common, from workbenches
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a failed save, or half as much damage on a successful one. She has resistance to lightning damage. She speaks Common and Draconic. If the characters mention the figure they saw on the roof of the
comply. Meeting Nim
Nimblewright Detector
Nim understands Common but can’t speak. It has developed a simple sign language that Valetta and other members of the temple staff understand. After the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Ruined Dhakaani Fort Ruined forts of ancient Dhakaani design are common in Droaam, and in many cases the structures have been remodeled into homes or refitted for defense. They also make ideal lairs
for battle. Map 4.3: Ruined Dhakaani Fort View Player Version Ruined Dhakaani Fort Adventures The Ruined Fort Adventures table offers some ideas for drawing a party to the location. Ruined Fort
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
skittish, ill-bred, and unkempt male human in his thirties named Kavil Mereshanter. Kavil is a mage, with these changes: Kavil is neutral evil. He speaks Dwarvish, Common, Giant, and Undercommon. Kavil was
or fewer, Kavil switches sides and offers information in exchange for his life. He knows one random Undermountain secret, determined by drawing a card from the Secrets Deck (see appendix C), as well as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
makes a good first adventure for most campaigns. See chapter 3, “Creating Adventures” for guidance.
A home base provides a common starting location for the characters. This starting point might be
reasons (legitimate or otherwise), throwing them into the midst of the adventure.
For each of these steps, give the locations only as much detail as they need. You don’t need to identify every
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lichen Lich Lichen liches are the undead remnants of powerful druids. A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines writhing within its chest
Perception 21
Languages Common, Druidic, Sylvan
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead






